Citadel Raven
Site Navigation:
Warroom
Proving Grounds
Hall of Heroes
Monster's Lair
New Races
The Forge
New Equipment
Magic Blades
Magic Weapons
Magic Armor
Miscellaneous Magic
Magical Rings
Magical Jewelry
The Masters
Library
Item Contest
The Gallery
Links
Site Map
Main
Citadel Raven:
About Us
Awards

ADNDSE

Rising Sun
The Rising Sun is a round medium shield about 32" in diameter. It was created by priests of Lathander for the Order of Aster (Lathanders Paladins). The shield is passed on between the Chosen of the Order of Aster. The bearer of this weapon is considered to have the direct blessing of Lathander. The shields outer rim is a red steel with amber gems spaced about 6" apart around the perimeter. The center of the shield is made of mithril.

The Rising Sun is a medium shield +2. The shield may only be yielded by characters of Good or Neutral alignments. Any evil creature attempting to yield the Rising Sun must save vs. paralyzation or be blinded for 1d4 days. In the hands of a member of the Order of Aster, the Rising Sun is a powerful weapon. The shield allows the yielder to turn dead at a +2 to his current level (this takes into account a paladins normal -2 penalty). In addition, the shield has three command words which are imparted to the owner telepathically. By saying the command word illu, the front of the shield eminates a soft light slightly brighter than a torch. Archers attempting to hit the yeilder suffer a -1 penalty to their attack roll. This power may be used an unlimited number of times. Mas Illu causes a very bright (daylight) light on the face of the shield. When first activated, any person in fron of the shield must save vs. wands or be blinded for 1d6 rounds. In addition, archers suffer a -4 penalty to their attack roll and melee opponents suffer a -2 to hit. This power may be used three times per day and lasts for 1 turn. Gran Illu causes the front of the shield to emit a ray of light ten times brighter than daylight. This light is so intense that it can destroy a vampire. Any undead entering the rays of this light must save vs. breath weapon or be destroyed. Any one in front of the shield when this power is enacted must save vs. wands or be blinded for 2d6 days. This intense light is nearly impossible to look at and all missle attacks suffer a -8 penalty to hit. Melee attacks are equally difficult and suffer a -4 to hit. This light is so intense that simply shutting ones eyes will not block the light. This power may be used three times per week and lasts one round.
back to magic armor

AD&D, Advanced Dungeons and Dragons is a registered trademark of TSR Inc.
Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.